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High Quality Bump
Open, Confirmed, LowPublic

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Using the nodetree branch duplication (added to solve displacement issue) we should be able to create bump that is near cycles quality. However, this will come at a cost as the bump tree will need to be evaluated trice.
We need to change the texture coordinates for all the texture nodes that are in the bump branch to account for the ddx/ddy.

Should be straight forward.

Estimate : 1 week


To Do

Event Timeline

Clément Foucault (fclem) triaged this task as Confirmed, Low priority.

Preliminary result:

Only thing left as far as I can tell is to support all texture coordinate nodes and unplugged sockets.
I also did not try nested bump nodes and more complex nodetrees.

Nice! Unrelated but, shouldn't displacement affect both the specular and clearcoat layer? Technically displacement is a stand in for real geometry displacement so it would affect both, which is what Cycles does btw, unlike Bump to Principled where each reflection has it's own normals for good reasons.